697 lines
26 KiB
JavaScript
697 lines
26 KiB
JavaScript
import { BoLUtility } from "../system/bol-utility.js";
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const _apt2attr = { init: "mind", melee: "agility", ranged: "agility", def: "vigor" }
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/* -------------------------------------------- */
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export class BoLRoll {
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/* -------------------------------------------- */
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static options() {
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return { classes: ["bol", "dialog"], width: 480, height: 'fit-content' };
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}
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/* -------------------------------------------- */
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static getDefaultAttribute(key) {
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return _apt2attr[key]
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}
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/* -------------------------------------------- */
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static updateApplicableEffects(rollData) {
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let appEffects = []
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for( let effect of rollData.bolEffects) {
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if(effect.system.properties.identifier =="always") {
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appEffects.push(effect)
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} else if (effect.system.properties.identifier.includes(rollData.attribute.key)) {
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appEffects.push(effect)
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} else if ( rollData.aptitude && effect.system.properties.identifier.includes(rollData.aptitude.key)) {
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appEffects.push(effect)
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}
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}
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return appEffects
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}
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/* -------------------------------------------- */
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static getCommonRollData(actor, mode, attribute, aptitude = undefined ) {
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let rollData = {
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mode: mode,
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actorId: actor.id,
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img: actor.img,
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attribute: attribute,
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attrValue: attribute.value,
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aptValue: 0,
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careerBonus: 0,
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armorAgiMalus: actor.getArmorAgiMalus(),
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armorInitMalus: actor.getArmorInitMalus(),
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adv: "0",
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mod: 0,
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modRanged: 0,
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aptValue: 0,
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bolEffects: actor.boleffects
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}
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if (aptitude) {
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rollData.aptitude = aptitude
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rollData.aptValue = aptitude.value
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}
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rollData.bolApplicableEffects = this.updateApplicableEffects(rollData)
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return rollData
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}
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/* -------------------------------------------- */
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static attributeCheck(actor, key) {
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let attribute = eval(`actor.system.attributes.${key}`)
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let rollData = this.getCommonRollData(actor, "attribute", attribute)
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rollData.description = game.i18n.localize('BOL.ui.attributeCheck') + " - " + game.i18n.localize(attribute.label)
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rollData.label = (attribute.label) ? game.i18n.localize(attribute.label) : null
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console.log(">>>>>>>>>>", rollData, actor)
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return this.displayRollDialog(rollData)
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}
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/* -------------------------------------------- */
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static aptitudeCheck(actor, key) {
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let aptitude = eval(`actor.system.aptitudes.${key}`)
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let attrKey = this.getDefaultAttribute(key)
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let attribute = eval(`actor.system.attributes.${attrKey}`)
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let rollData = this.getCommonRollData(actor, "aptitude", attribute, aptitude)
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rollData.label = (aptitude.label) ? game.i18n.localize(aptitude.label) : null
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rollData.description = game.i18n.localize('BOL.ui.aptitudeCheck') + " - " + game.i18n.localize(aptitude.label)
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return this.displayRollDialog( rollData)
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}
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/* -------------------------------------------- */
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static async detectDistance( weapon, target ) {
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let visible, dist
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if (weapon.system.properties.ranged || weapon.system.properties.throwing) {
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console.log("target", target, weapon)
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visible = canvas.effects.visibility.testVisibility(target.center, { object: _token })
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dist = Number(canvas.grid.measureDistances([{ ray: new Ray(_token.center, target.center) }], { gridSpaces: false })).toFixed(2)
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let range = Number(weapon.system.properties.range)
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let rangeMsg = "BOL.chat.rangeout"
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if ( dist <= range) {
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rangeMsg = "BOL.chat.range0"
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} else if (dist < range*2) {
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rangeMsg = "BOL.chat.range1"
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} else if (dist < range*3) {
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rangeMsg = "BOL.chat.range2"
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} else if (dist < range*4) {
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rangeMsg = "BOL.chat.range3"
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} else if (dist < range*5) {
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rangeMsg = "BOL.chat.range4"
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} else if (dist < range*6) {
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rangeMsg = "BOL.chat.range5"
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} else if (dist < range*7) {
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rangeMsg = "BOL.chat.range6"
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}
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ChatMessage.create({
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content: await renderTemplate('systems/bol/templates/chat/chat-info-range.hbs', {
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weapon: weapon,
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attackerName: _token.actor.name,
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defenderName: target.actor.name,
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weaponRange: weapon.system.properties.range,
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visible: visible,
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distance: dist,
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rangeMsg: rangeMsg
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})
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})
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}
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}
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/* -------------------------------------------- */
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static weaponCheckWithWeapon(actor, weapon) {
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let target = BoLUtility.getTarget()
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let weaponData = weapon.system
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let attribute = eval(`actor.system.attributes.${weaponData.properties.attackAttribute}`)
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let aptitude = eval(`actor.system.aptitudes.${weaponData.properties.attackAptitude}`)
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let rollData = this.getCommonRollData(actor, "weapon", attribute, aptitude)
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// Compute distance
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this.detectDistance( weapon, target)
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// Manage specific case
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let fightOption = actor.getActiveFightOption()
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if (fightOption && fightOption.system.fightoptiontype == "fulldefense") {
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ui.notifications.warn(`{{actor.name}} est en Défense Totale ! Il ne peut pas attaquer ce round.`)
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return
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}
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// Update the roll structure
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rollData.weapon = weapon
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rollData.isRanged = weaponData.properties.ranged || weaponData.properties.throwing
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rollData.targetId = target?.id
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rollData.fightOption = fightOption
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rollData.defenderId = target?.actor.id
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rollData.label = (weapon.name) ? weapon.name : game.i18n.localize('BOL.ui.noWeaponName')
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rollData.description = game.i18n.localize('BOL.ui.weaponAttack') + " : " + weapon.name
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return this.displayRollDialog(rollData)
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}
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/* -------------------------------------------- */
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static weaponCheck(actor, event) {
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const li = $(event.currentTarget).parents(".item")
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let weapon = actor.items.get(li.data("item-id"))
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if (!weapon) {
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ui.notifications.warn("Unable to find weapon !")
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return
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}
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weapon = duplicate(weapon)
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return this.weaponCheckWithWeapon(actor, weapon)
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}
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/* -------------------------------------------- */
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static alchemyCheck(actor, event) {
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const li = $(event.currentTarget).parents(".item");
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let alchemy = actor.items.get(li.data("item-id"));
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if (!alchemy) {
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ui.notifications.warn("Unable to find Alchemy !");
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return;
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}
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alchemy = duplicate(alchemy)
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let alchemyData = alchemy.system
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if (alchemyData.properties.pccurrent < alchemyData.properties.pccost) {
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ui.notifications.warn("Pas assez de Points de Création investis dans la Préparation !")
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return
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}
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let rollData = this.getCommonRollData(actor, "alchemy", actor.system.attributes.mind)
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rollData.alchemy = alchemy
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rollData.careerBonus = actor.getAlchemistBonus()
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rollData.pcCost = Number(alchemyData.properties.pccost)
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rollData.pcCostCurrent = Number(alchemyData.properties.pccurrent)
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rollData.mod = Number(alchemyData.properties.difficulty)
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rollData.label = alchemy.name
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rollData.description = game.i18n.localize('BOL.ui.makeAlchemy') + "+" + alchemy.name
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console.log("ALCHEMY!", alchemyDef);
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return this.displayRollDialog(alchemyDef);
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}
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/* -------------------------------------------- */
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static spellCheckWithSpell( actor, spell ) {
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let rollData = this.getCommonRollData(actor, "spell", actor.system.attributes.mind)
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rollData.spell = spell
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rollData.ppCurrent = Number(actor.system.resources.power.value),
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rollData.careerBonus = actor.getSorcererBonus(),
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rollData.ppCostArmor = actor.getPPCostArmor(),
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rollData.ppCost = Number(spell.system.properties.ppcost),
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rollData.mod = Number(spell.system.properties.difficulty),
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rollData.label = spell.name,
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rollData.description = game.i18n.localize('BOL.ui.focusSpell') + " : " + spell.name
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//console.log("SPELL!", spellDef)
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return this.displayRollDialog(rollData)
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}
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/* -------------------------------------------- */
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static spellCheck(actor, event) {
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if (actor.system.resources.power.value <= 0) {
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ui.notifications.warn("Plus assez de points de Pouvoir !")
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return
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}
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const li = $(event.currentTarget).parents(".item")
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let spell = actor.items.get(li.data("item-id"))
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if (!spell) {
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ui.notifications.warn("Impossible de trouver ce sort !")
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return
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}
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spell = duplicate(spell)
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return this.spellCheckWithSpell( actor, spell)
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}
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/* -------------------------------------------- */
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static updateTotalDice() {
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this.updateArmorMalus(this.rollData)
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this.updatePPCost(this.rollData)
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// get basic dices from boons/flaws
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let effectModifier = 0
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this.rollData.bmDice = this.rollData.nbBoons - this.rollData.nbFlaws + this.rollData.bDice - this.rollData.mDice
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// add applicable bonus/malus dices effects
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for (let effect of this.rollData.bolApplicableEffects) {
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if (effect.system.properties.modifier == "1B") {
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this.rollData.bmDice++;
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} else if (effect.system.properties.modifier == "1B") {
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this.rollData.bmDice+=2;
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} else if (effect.system.properties.modifier == "1M") {
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this.rollData.bmDice--;
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} else if (effect.system.properties.modifier == "2M") {
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this.rollData.bmDice-=2;
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} else {
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effectModifier += Number(effect.system.properties.modifier)
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}
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}
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// Keep track of the final effect modifier
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this.rollData.effectModifier = effectModifier
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// Final number of dices
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this.rollData.nbDice = 2 + Math.abs(this.rollData.bmDice)
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// Bonus or Malus ?
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if (this.rollData.bmDice == 0) {
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$('#roll-nbdice').val("2")
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} else {
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let letter = (this.rollData.bmDice > 0) ? "B" : "M"
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$('#roll-nbdice').val("2 + " + String(Math.abs(this.rollData.bmDice)) + letter)
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}
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let rollbase = this.rollData.attrValue + "+" + this.rollData.aptValue
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if ( this.rollData.weapon && this.rollData.weapon.system.properties.onlymodifier ) {
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rollbase = ""
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}
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$('#roll-modifier').val(rollbase + "+" + this.rollData.careerBonus + "+" + this.rollData.mod + "+" +
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this.rollData.modRanged + "+" + this.rollData.weaponModifier + "-" + this.rollData.defence + "-" + this.rollData.modArmorMalus + "-" +
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this.rollData.shieldMalus + "+" + this.rollData.attackModifier + "+" + this.rollData.appliedArmorMalus + "+" + effectModifier)
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// Rebuild lits of applicable effects
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let selectEffects = ""
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for(let effect of this.rollData.bolApplicableEffects) {
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selectEffects += `<option value="${effect.id}" selected>${effect.name}</option>`
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}
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$('#applicable-effects').html(selectEffects)
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}
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/* -------------------------------------------- */
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static preProcessFightOption(rollData) {
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rollData.damagesIgnoresArmor = false // Always reset flags
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rollData.modArmorMalus = 0
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rollData.attackModifier = 0
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let fgItem = rollData.fightOption
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if (fgItem) {
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console.log(fgItem)
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if (fgItem.system.properties.fightoptiontype == "armordefault") {
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rollData.modArmorMalus = rollData.armorMalus // Activate the armor malus
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rollData.damagesIgnoresArmor = true
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}
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if (fgItem.system.properties.fightoptiontype == "intrepid") {
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rollData.attackModifier += 2
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}
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if (fgItem.system.properties.fightoptiontype == "defense") {
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rollData.attackModifier += -1
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}
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if (fgItem.system.properties.fightoptiontype == "attack") {
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rollData.attackModifier += 1
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}
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if (fgItem.system.properties.fightoptiontype == "twoweaponsdef" || fgItem.system.properties.fightoptiontype == "twoweaponsatt") {
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rollData.attackModifier += -1
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}
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}
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}
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/* -------------------------------------------- */
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static updateArmorMalus(rollData) {
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rollData.appliedArmorMalus = 0
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if (rollData.attribute.key == "agility") {
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$("#armor-agi-malus").show()
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rollData.appliedArmorMalus += rollData.armorAgiMalus
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} else {
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$("#armor-agi-malus").hide()
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}
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if (rollData.aptitude && rollData.aptitude.key == "init") {
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$("#armor-init-malus").show()
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rollData.appliedArmorMalus += rollData.armorInitMalus
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} else {
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$("#armor-init-malus").hide()
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}
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}
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/* ------------------------------ -------------- */
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static updatePPCost(rollData) {
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$('#ppcost').html(rollData.ppCost + " + Armor(" + rollData.ppCostArmor + ")=" + Number(rollData.ppCost + rollData.ppCostArmor))
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}
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/* ------------------------------ -------------- */
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static rollDialogListener(html) {
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this.updateTotalDice()
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html.find('#optcond').change((event) => { // Dynamic change of PP cost of spell
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let pp = BoLUtility.computeSpellCost(this.rollData.spell, event.currentTarget.selectedOptions.length)
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this.rollData.ppCost = pp
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this.updatePPCost( this.rollData)
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})
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html.find('#mod').change((event) => {
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this.rollData.mod = Number(event.currentTarget.value)
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this.updateTotalDice()
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})
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html.find('#modRanged').change((event) => {
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this.rollData.modRanged = Number(event.currentTarget.value)
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this.updateTotalDice()
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})
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html.find('#attr').change((event) => {
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let attrKey = event.currentTarget.value
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let actor = game.actors.get( this.rollData.actorId)
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this.rollData.attribute = duplicate(actor.system.attributes[attrKey])
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this.rollData.attrValue = actor.system.attributes[attrKey].value
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this.rollData.bolApplicableEffects = this.updateApplicableEffects(this.rollData)
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this.updateTotalDice()
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})
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html.find('#apt').change((event) => {
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let aptKey = event.currentTarget.value
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let actor = game.actors.get( this.rollData.actorId)
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this.rollData.aptitude = duplicate(actor.system.aptitudes[aptKey])
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this.rollData.aptValue = actor.system.aptitudes[aptKey].value
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this.rollData.bolApplicableEffects = this.updateApplicableEffects(this.rollData)
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this.updateTotalDice()
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})
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html.find('#applyShieldMalus').click((event) => {
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if (event.currentTarget.checked) {
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this.rollData.shieldMalus = this.rollData.shieldAttackMalus
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} else {
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this.rollData.shieldMalus = 0
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}
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})
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html.find('#career').change((event) => {
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let careers = $('#career').val()
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this.rollData.careerBonus = (!careers || careers.length == 0) ? 0 : Math.max(...careers.map(i => parseInt(i)))
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this.updateTotalDice()
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})
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html.find('#boon').change((event) => {
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let boons = $('#boon').val()
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this.rollData.nbBoons = (!boons || boons.length == 0) ? 0 : boons.length
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this.updateTotalDice()
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})
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html.find('#flaw').change((event) => {
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let flaws = $('#flaw').val()
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this.rollData.nbFlaws = (!flaws || flaws.length == 0) ? 0 : flaws.length
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this.updateTotalDice()
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})
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html.find('.bdice').click((event) => {
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this.rollData.mDice = 0
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this.rollData.bDice = Number(event.currentTarget.value)
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this.updateTotalDice()
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})
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html.find('.mdice').click((event) => {
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this.rollData.bDice = 0
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this.rollData.mDice = Number(event.currentTarget.value)
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this.updateTotalDice()
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})
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}
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/* -------------------------------------------- */
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static preProcessWeapon(rollData, defender) {
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if (rollData.mode == "weapon") {
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rollData.weaponModifier = rollData.weapon.system.properties.attackModifiers ?? 0
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rollData.attackBonusDice = rollData.weapon.system.properties.attackBonusDice
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if ( rollData.attackBonusDice) {
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rollData.adv = "1B"
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rollData.bDice = 1
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}
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if (defender) { // If target is selected
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rollData.defence = defender.defenseValue
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rollData.armorMalus = defender.armorMalusValue
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rollData.shieldBlock = 'none'
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let shields = defender.shields
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for (let shield of shields) {
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rollData.shieldBlock = (shield.system.properties.blocking.blockingAll) ? 'blockall' : 'blockone';
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rollData.shieldAttackMalus = (shield.system.properties.blocking.malus) ? shield.system.properties.blocking.malus : 1;
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rollData.applyShieldMalus = false
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}
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}
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}
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}
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/* ROLL DIALOGS */
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/* -------------------------------------------- */
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static async displayRollDialog(rollData, onEnter = "submit") {
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// initialize default flags/values
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const rollOptionTpl = `systems/bol/templates/dialogs/${rollData.mode}-roll-dialog.hbs`
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let actor = game.actors.get( rollData.actorId )
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let defender
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if ( rollData.targetId) {
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let token = game.scenes.current.tokens.get(rollData.targetId)
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defender = token.actor
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}
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rollData.careers = actor.careers
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rollData.boons = actor.bonusBoons
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rollData.flaws = actor.malusFlaws
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rollData.rollOwnerID = actor.id
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rollData.defence = 0
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rollData.attackModifier = 0 // Used for fight options
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rollData.modArmorMalus = 0 // Used for fight options
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rollData.bDice = 0
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rollData.mDice = 0
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rollData.nbBoons = 0
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rollData.nbFlaws = 0
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rollData.nbDice = 0
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if (rollData.shieldBlock == 'blockall') {
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rollData.shieldMalus = rollData.shieldAttackMalus;
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} else {
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rollData.shieldMalus = 0
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}
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rollData.careerBonus = rollData.careerBonus ?? 0
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rollData.modRanged = rollData.modRanged ?? 0
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rollData.mod = rollData.mod ?? 0
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rollData.id = randomID(16)
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rollData.weaponModifier = 0
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rollData.attackBonusDice = false
|
|
rollData.armorMalus = 0
|
|
// Specific stuff
|
|
this.preProcessWeapon(rollData, defender)
|
|
this.preProcessFightOption(rollData)
|
|
this.updateArmorMalus(rollData)
|
|
this.updatePPCost(rollData)
|
|
// Save
|
|
this.rollData = rollData
|
|
console.log("ROLLDATA", rollData)
|
|
|
|
// Then display+process the dialog
|
|
const rollOptionContent = await renderTemplate(rollOptionTpl, rollData);
|
|
let d = new Dialog({
|
|
title: rollData.label,
|
|
content: rollOptionContent,
|
|
rollData: rollData,
|
|
render: html => this.rollDialogListener(html),
|
|
buttons: {
|
|
cancel: {
|
|
icon: '<i class="fas fa-times"></i>',
|
|
label: game.i18n.localize("BOL.ui.cancel"),
|
|
callback: () => {
|
|
}
|
|
},
|
|
submit: {
|
|
icon: '<i class="fas fa-check"></i>',
|
|
label: game.i18n.localize("BOL.ui.submit"),
|
|
callback: (html) => {
|
|
if (rollData.mode == 'spell' && rollData.ppCurrent < rollData.ppCost) { // Check PP available
|
|
ui.notifications.warn("Pas assez de Points de Pouvoir !")
|
|
return
|
|
}
|
|
//console.log("ROLLMALUS", rollData)
|
|
|
|
rollData.registerInit = (rollData.aptitude && rollData.aptitude.key == 'init') ? $('#register-init').is(":checked") : false;
|
|
|
|
const isMalus = (rollData.bmDice < 0)
|
|
//rollData.nbDice += (rollData.attackBonusDice) ? 1 : 0
|
|
|
|
let rollbase = rollData.attrValue + rollData.aptValue
|
|
if ( rollData.weapon && rollData.weapon.system.properties.onlymodifier ) {
|
|
rollbase = 0
|
|
}
|
|
const modifiers = rollbase + rollData.careerBonus + rollData.mod + rollData.weaponModifier - rollData.defence - rollData.modArmorMalus + rollData.shieldMalus + rollData.attackModifier + rollData.appliedArmorMalus + rollData.effectModifier
|
|
const formula = (isMalus) ? rollData.nbDice + "d6kl2 + " + modifiers : rollData.nbDice + "d6kh2 + " + modifiers
|
|
rollData.formula = formula
|
|
rollData.modifiers = modifiers
|
|
|
|
let r = new BoLDefaultRoll(rollData);
|
|
r.roll();
|
|
}
|
|
}
|
|
},
|
|
default: onEnter,
|
|
close: () => { }
|
|
}, this.options());
|
|
|
|
return d.render(true);
|
|
}
|
|
}
|
|
|
|
/* -------------------------------------------- */
|
|
export class BoLDefaultRoll {
|
|
|
|
constructor(rollData) {
|
|
this.rollData = rollData
|
|
if (this.rollData.isSuccess == undefined) { // First init
|
|
this.rollData.isSuccess = false;
|
|
this.rollData.isCritical = false;
|
|
this.rollData.isFumble = false;
|
|
}
|
|
if (this.rollData.optionsId) {
|
|
BoLUtility.cleanupButtons( this.rollData.optionsId)
|
|
}
|
|
if (this.rollData.applyId) {
|
|
BoLUtility.cleanupButtons( this.rollData.applyId)
|
|
}
|
|
this.rollData.optionsId = randomID(16)
|
|
this.rollData.applyId = randomID(16)
|
|
}
|
|
|
|
/* -------------------------------------------- */
|
|
async roll() {
|
|
|
|
const r = new Roll(this.rollData.formula)
|
|
// console.log("Roll formula", this.rollData.formula)
|
|
await r.roll({ "async": false })
|
|
const activeDice = r.terms[0].results.filter(r => r.active)
|
|
const diceTotal = activeDice.map(r => r.result).reduce((a, b) => a + b)
|
|
this.rollData.roll = r
|
|
this.rollData.isSuccess = (r.total >= 9)
|
|
this.rollData.isCritical = (diceTotal === 12)
|
|
this.rollData.isRealCritical = (diceTotal === 12)
|
|
this.rollData.isHeroic = (diceTotal === 12)
|
|
this.rollData.isLegendary = false
|
|
this.rollData.isFumble = (diceTotal === 2)
|
|
this.rollData.isFailure = !this.rollData.isSuccess
|
|
|
|
//this.rollData.isRealCritical = true
|
|
//this.rollData.isFumble = true
|
|
|
|
let actor = game.actors.get( this.rollData.actorId)
|
|
if (this.rollData.reroll == undefined) {
|
|
this.rollData.reroll = actor.heroReroll()
|
|
}
|
|
|
|
if (this.rollData.registerInit) {
|
|
actor.registerInit(r.total, this.rollData.isCritical, this.rollData.isFumble)
|
|
}
|
|
if (this.rollData.isSuccess && this.rollData.mode == "spell") { // PP cost management
|
|
this.rollData.remainingPP = actor.spendPowerPoint(this.rollData.ppCost + this.rollData.ppCostArmor)
|
|
}
|
|
if (this.rollData.mode == "alchemy") { // PP cost management
|
|
actor.resetAlchemyStatus(this.rollData.alchemy._id)
|
|
}
|
|
|
|
await this.sendChatMessage()
|
|
}
|
|
|
|
/* -------------------------------------------- */
|
|
async sendChatMessage() {
|
|
let actor = game.actors.get( this.rollData.actorId)
|
|
this._buildChatMessage(this.rollData).then( async msgFlavor => {
|
|
let msg = await this.rollData.roll.toMessage({
|
|
user: game.user.id,
|
|
rollMode: game.settings.get("core", "rollMode"),
|
|
//whisper: BoLUtility.getWhisperRecipientsAndGMs(this.rollData.actor.name),
|
|
flavor: msgFlavor,
|
|
speaker: ChatMessage.getSpeaker({ actor: actor }),
|
|
})
|
|
msg.setFlag("world", "bol-roll-data", this.rollData)
|
|
})
|
|
}
|
|
|
|
/* -------------------------------------------- */
|
|
upgradeToLegendary() {
|
|
// Force to Critical roll
|
|
this.rollData.isCritical = true
|
|
this.rollData.isLegendary = true
|
|
this.rollData.isRealCritical = false
|
|
this.rollData.isSuccess = true
|
|
this.rollData.isFailure = false
|
|
this.rollData.roll = new Roll("12+" + this.rollData.modifiers)
|
|
this.rollData.reroll = false
|
|
this.sendChatMessage()
|
|
}
|
|
|
|
/* -------------------------------------------- */
|
|
upgradeToHeroic() {
|
|
// Force to Critical roll
|
|
this.rollData.isCritical = true
|
|
this.rollData.isHeroic = true
|
|
this.rollData.isLegendary = false
|
|
this.rollData.isRealCritical = false
|
|
this.rollData.isSuccess = true
|
|
this.rollData.isFailure = false
|
|
this.rollData.roll = new Roll("12+" + this.rollData.modifiers)
|
|
this.rollData.reroll = false
|
|
this.sendChatMessage()
|
|
}
|
|
|
|
/* -------------------------------------------- */
|
|
setSuccess(flag) {
|
|
this.rollData.isSuccess = flag
|
|
}
|
|
|
|
/* -------------------------------------------- */
|
|
async sendDamageMessage() {
|
|
let actor = game.actors.get( this.rollData.actorId)
|
|
this._buildDamageChatMessage(this.rollData).then(async msgFlavor => {
|
|
let msg = await this.rollData.damageRoll.toMessage({
|
|
user: game.user.id,
|
|
flavor: msgFlavor,
|
|
speaker: ChatMessage.getSpeaker({ actor: actor }),
|
|
flags: { msgType: "default" }
|
|
})
|
|
this.rollData.actor = undefined // Cleanup
|
|
msg.setFlag("world", "bol-roll-data", this.rollData)
|
|
})
|
|
}
|
|
|
|
/* -------------------------------------------- */
|
|
getDamageAttributeValue(attrDamage, actorId = undefined) {
|
|
let actor = game.actors.get( (actorId) ? actorId: this.rollData.actorId)
|
|
return actor.getDamageAttributeValue( attrDamage )
|
|
}
|
|
|
|
/* -------------------------------------------- */
|
|
async rollDamage() {
|
|
if (this.rollData.mode != "weapon") { // Only specific process in Weapon mode
|
|
return
|
|
}
|
|
|
|
if (this.rollData.isSuccess) {
|
|
if (!this.rollData.damageRoll) {
|
|
let bonusDmg = 0
|
|
if (this.rollData.damageMode == 'damage-plus-6') {
|
|
bonusDmg = 6
|
|
}
|
|
if (this.rollData.damageMode == 'damage-plus-12') {
|
|
bonusDmg = 12
|
|
}
|
|
let attrDamageValue = this.getDamageAttributeValue(this.rollData.weapon.system.properties.damageAttribute)
|
|
let weaponFormula = BoLUtility.getDamageFormula(this.rollData.weapon.system, this.rollData.fightOption)
|
|
|
|
let damageFormula = weaponFormula + "+" + bonusDmg + "+" + attrDamageValue
|
|
console.log("DAMAGE !!!", damageFormula, attrDamageValue, this.rollData)
|
|
|
|
//console.log("Formula", weaponFormula, damageFormula, this.rollData.weapon.data.data.properties.damage)
|
|
this.rollData.damageFormula = damageFormula
|
|
this.rollData.damageRoll = new Roll(damageFormula)
|
|
await this.rollData.damageRoll.roll({ "async": false })
|
|
this.rollData.damageTotal = this.rollData.damageRoll.total
|
|
}
|
|
BoLUtility.cleanupButtons(this.rollData.optionsId)
|
|
this.sendDamageMessage()
|
|
}
|
|
}
|
|
|
|
/* -------------------------------------------- */
|
|
_buildDamageChatMessage(rollData) {
|
|
const rollMessageTpl = 'systems/bol/templates/chat/rolls/damage-roll-card.hbs';
|
|
return renderTemplate(rollMessageTpl, rollData)
|
|
}
|
|
|
|
/* -------------------------------------------- */
|
|
_buildChatMessage(rollData) {
|
|
const rollMessageTpl = 'systems/bol/templates/chat/rolls/default-roll-card.hbs';
|
|
return renderTemplate(rollMessageTpl, rollData);
|
|
}
|
|
|
|
}
|